|
|
(27 intermediate revisions by 10 users not shown) |
Line 1: |
Line 1: |
| {{Infobox Spess Mahreen Chapter | | {{Cleanup}} |
| |Name = Driag Nahl | | {{Infobox Craftworld |
| |Heraldry = [[File:Argos_skull_cross.jpg|200px]] | | |Name = Driag-Nahl |
| |Battlecry =
| | |Heraldry = |
| |Founding = Lost to the Guard
| | |Translation = |
| |Autarch = Alandis Fændrýn, Kingslayer | | |Location = |
| |Homeworld = Argos | |
| |Specialty = Artillery, Heavy Weapons, Traps, Fortifications | | |Specialty = Artillery, Heavy Weapons, Traps, Fortifications |
| |Strength = 7000 Guardsmen (per regiment) | | |Hero = Alandis Fændrýn, Kingslayer |
| |Allegiance = [[Eldar]] | | |Enemy = |
| |Colours = Bone, Charcoal, Amber | | |Colours = Bone, Charcoal, Amber |
| |}} | | }} |
| | {{Topquote|Driag-nahl? yeah I remember that hellhole. We went in thinking we'd crack it with ease and use the soulstones and infinity circuit as bargaining chips with other groups. But what we found... was more like the Iron Cage and we were the Fists. Who the fuck puts a Pulsar Cannon at the end of a hallway behind a façade?|unnamed Iron Warrior}} |
| | {{Topquote|Driag Nahl? Real weird Aeldar. They look like any other Aeldar but once you get close and start really looking the differences become apparent. There's this... paranoia about them, this "fear" if you will. Their constant need, a want to improve on what they have and how they look at problems makes them almost... Human if I say so. Some would call it blasphemous but I see 'em as kindred spirits.|Unknown Stormtrooper on Craftworld Drag-Nahl}} |
|
| |
|
| [[Eldar]] | | A trap-laden, (comparatively) highly industrialized [[Eldar]] jungle craftworld skilled in mechanized warfare and sneaky beaky with a distaste for the old Eldar empire. Aligned with the Ynnari, and have decent relations with the [[Imperium]] of Mon'keigh, which by the latter's standards translate into absolutely amazing. |
|
| |
|
| [[File:Argo Conscript.jpg|250px|thumb|right|A Peacekeeper, an Auxillia, and Grenadier of the Argo Brigade.]]
| | ==Specialty== |
|
| |
|
| =Specialty=
| |
|
| |
|
| | ==History and Homeworld== |
|
| |
|
| =History and Homeworld=
| |
|
| |
|
| | ==Houses of Draig-Nahl== |
| | ===House Fændrýn, the Chainbreakers=== |
| | The oldest "clan" of Driag-Nahl, House Fændrýn predates the fall of the Eldar as a family name, as they were the logistical center for all other slave artisans, serving as heads of house for their collective masters. They were disgusted with their masters cruelty and degenerate behavior, seeing them as honourless dandies. When the fall of the empire was nigh, Asurdan Fændrýn the head of house called for mutiny, and in the slave revolt took the pleasure ship Host of Dreams. Unfortunately he did not foresee the horrors trapped within, but his single act of courage and leadership was the birth of the Eldar of what would become Draigh-Nahl. The House is now venerated as leaders and generals, with a keen eye for quality and a mastery of fine detail. In recent memory the Autarch, Alandis Kingslayer, hails from this lineage, and watches over the maiden world and orbiting craftworld with a watchful eye. While the house is largely stationed planet side, many continue to rule, work, serve, and fight in Draigh-Nahl proper, alongside the manic Swordsorn of House Cahlith. Between the two houses, they comprise the majority of the Aspect Temples, and while the Swordsworn worship them, and the rest of the houses fear or loath them, those of Fændrýn have a grim understanding of their Aspect Warriors, and those who dedicate themselves to a temple are given ceremonial funerals to mark their passing into a War Mask. |
|
| |
|
| =Armory of the Brigade= | | ===House Beleháthorn, the Emberswift=== |
| [[File:Standard Argo Kit.jpg|270px|thumb|right|The Gear of the Pacifier.]]
| | It took a certain amount of insanity to buck from the reigns of an immensely powerful fiefdom-- especially in a time where unity was needed the most-- but it took true brazen foolhardiness to not only steal their prized pleasure ship, but fly it away in the second most devastating warp Storm ever, only being overshadowed by the Cicatrix Maledictum. To this end, Asurdan Fændrýn recruited a band of pirates, rakes, roustabouts, and swindlers to claim and sail the Host of Dreams. While technically part of the artisans, most were menial labourers serving as indentured servants in the face of debts or judicial punishment. However a fair portion had a great deal of mechanical prowess in their own right, relishing in getting the best performance out of flyers and bikes, as any good pirate or daredevil ne'er-do-well would. When they begrudgingly agreed to escape their bonds alongside the other bound artisans and workers, they quickly found themselves dealing with more than they bargained for. Daemons and bizarre abominations in the lower reaches of the sprawling ship broke out in hideous skirmishes, and the ship itself had controls that bordered on madness, purpose-built for some orchestra of fleshcrafted wretches. Nevertheless, the criminal scum and racer mechanics brought their fellows to safety, and earned a place of honour in the burgeoning craftworld. In time they bonded over common ancestry, as well as temperament and interest, into a house to match all the others. Thus came House Beleháthorn, outriders, ace pilots, and rogues. Over time they took in Corsairs and exiles from elsewhere, and developed a fondness for traps such as mines and more... simple measures, especially when deployed by a speeding jet bike. Beleháthorn is characterized by razor-sharp humour and a wry, sardonic nature, often taunting those caught in their traps, or struggling to keep up in a dogfight. It's often rumored as an open secret that the house worships Cegorach, but any Eldar from the house will tell you that they are ardent worshipers of Vaul, same as anyone. They consider his trick he pulled on Khaine proof that he has a sense of humour, or at the very least that he's clever, and the fact that he challenged him at all marks him as a rebel to admire. Of all the houses, Beleháthorn has the best relationship with other Eldar, as they don't view Dark Eldar and Corsairs as reckless degenerates, or Harlequins as feckless annoyances, but rather all as kindred spirits. |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''Standard kit''
| |
| <div class="mw-collapsible-content">
| |
| All infantry are equip with gas masks and re-breathers on account of all the toxic/poisonous gas they throw around. Basic infantry carry various gas grenades: choke, toxin, hallusinogen and scare grenades.
| |
| </div>
| |
| </div>
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''Special weapons''
| |
| <div class="mw-collapsible-content">
| |
| The backbone of the Argo Brigade used for both anti-armor attacks and also to melt the flesh of anyone who gets to upity, is the CHEM CANNON. Traditionally mounted on Bane Wolves it has been modified to be used by heavy gunner teams as well as mounted on Taurox. Meltas and flamers are also favored by the Brigade. They make use of mortars and missile launchers occasionally having Tiberius Pattern Anti-Armour rifles.</div>
| |
| </div>
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''Tiberius Pattern Anti-Armour Rifle''
| |
| <div class="mw-collapsible-content">
| |
| The Tiberius Pattern Anti-Armour Rifle is a "man portable" stubber-like weapon. Bolt action and magazine fed, the meter and a half long weapon is meant to allow infantry Peacekeepers to combat enemy armor in the absence of Melta weaponry or allied armor. The rifle, nicknamed "the Bunkerbuster", is commonly issued to Recon scouts who may encounter armored resistance and therefore need to be prepared for such eventualities since the armaments on their vehicles are often not enough to combat heavy tanks and walkers such as Crisis Suits or monstrous creatures such as a Talos Pain Engine as well as breaching lighter bunker walls.
| |
|
| |
|
| Due to the weapon system's overwhelming weight and the weight of the large calibre rounds, the weapon platform is sparingly issued to standard Peacekeepers.</div>
| | ===House Ynos, the Songsmiths=== |
| </div>
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''The Mole Launcher''
| |
| <div class="mw-collapsible-content">
| |
| Used by the Brigade when assaulting fortified position, the common tactic is begin chemical/gas barrages on the enemy position. Once the enemy has begun to bunker down, the Brigade's teams of Mole Launcher operators will all coordinate their first salvo to take target the foundation of the enemy position in order to collapse the enemy's locations.
| |
|
| |
|
| This tactic, known as the Call & Cull is often used on enemy positions of medium to light fortification, i.e. small towns, forts, cities not designed for prolonged sieges. The mole launchers are not effective against particularly strong or highly developed bunkers.
| | In many lesser houses Eldar will apprentice in houses with greater influence or power, mostly houses with a great and successful population of Paths. Aspiring militia leaders will beseech the warriors of Fændrýn for tutelage in the Path of Command, minor scholars will seek out House Gilfaruin for mentorship in the Path of the Seer or the Dreamer, or even in navigating the perils of the Outcast. Beleháthorn serves a vital role in that regard, offering just enough discipline to keep Outcasts from falling to darkness, with rough and ready advice paired with relentless banter helping the lost find their true calling, lest they be forced to endure further heckling. Ynos is an extremely important house for this purpose, as it has one of the largest concentrations of the Path of the Artisan and the Path of the Seer, specifically Bonesingers. Ynos will take any and all Eldar, and attempt to turn frivolous artistic whims into practical weaponsmithing and lasting construction. Ynos has the greatest number of Bonesingers, all of whom are cantankerous craftsmen and fastidious engineers, to say nothing of their tremendous skill as psykers. The vast bulk of Draigh-Nahl infrastructure is a direct consequence of coordinated Ynos action, or built according to their teachings. |
|
| |
|
| However, part of the effectiveness of this tactic is that it benefits from the Brigade's careful and viciously patient style of warfare. Their methods of intel gathering, along with coin and insurgency tactics often provide their assualts with more than ample tactical information to best make their strikes as devastating as possible.</div>
| | ===House Caeraseth, the Star Farers=== |
| </div>
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''Nailer''
| |
| <div class="mw-collapsible-content">
| |
| The Nailer, a pistol finding its origins in traditional nail guns used in construction is carried as a side arm by the pacification squads to assist in mass crucifixion. It fires a modified bolt the size and shape of a railroad spike.
| |
| </div>
| |
| </div>
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''Armour and other machinery''
| |
| <div class="mw-collapsible-content">
| |
| Story of "the Olde Armour of Argo" shows what type of tanks Argo Brigade uses but there are few other things Brigade uses often.
| |
|
| |
|
| Argo Brigade favors the use of APCs such as Chinera and Taurox. Their main battle tanks is formed from Hellhounds and Bane Wolves. There arent many Leman Russes but the few they have have been speficly designed to take out enemy armour.
| | In times of yore when Driag-Nahl was just beginning there was a need of protection not simply from within, but without. The need of a Navy became paramount after numerous attacks by primitives humans and various Xenos that managed to stumble upon them. While Driag-Nahl's defenses were strong, they were quite preoccupied with constructing the first and even the Middle Layers while fending off the Abominations from the Host of Dreams. |
| | House Caeraseth originated from the slave mariners, sailors and even some guards that joined the rebellion against their masters during the Fall. It was they who were called upon to forge Driag-Nahl's First Navy and set the foundations for the rest to come, for as Driag-Nahl grew it would need more and more to defend it. |
| | Not simply for defense, the fleet(s) would also be used repeatedly in search and destroy missions guided by the Rangers nad Seers to strike down any enemies that could potentially rise up and cause harm to the hiding Craftsmen. |
| | While not as warlike as House Cahlith, House Caeraseth is nonetheless a more aggressive house. They will seek no less than the eradication of those that would do harm to their fellow Driag-Nahlans. |
| | It is they who High Admiral Gallion the Sailor descends from, along with a number of ancestors who have held the title and rank. It is commonly joked that the members of House Caeraseth live more on their warships than the Craftworld it self. but few take such a joke seriously, for House Caeraseth fights tooth and nail for their home and people. |
|
| |
|
| Argo Brigade holds various pieces of artillery. Basilisks and Wyverns are commonlh used for larger campaings. Deathstrike and Manticore missile systems are used in strikes that need more precision. All the artilleries are equipped with high explosive shells and gas shells.
| | ===House Isdrandrad, the Felhammers=== |
| </div>
| |
| </div>
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''Regimental Uniforms''
| |
| <div class="mw-collapsible-content">
| |
| These are the standard uniform for troop type, largely divided by what battlefield purpose they serve. That said, among the many, many different Brigades of Argo, there are minor variations and idiosyncrasies dispersed among them, each building the character of its men. In spite of that, these are all the standards, found on almost all guardsmen.
| |
|
| |
|
| '''Flametroops''' have the standard uniform, but with a face guard plate bolted to the chest plate of their flak vest, and the gas mask features a visor as opposed to the goggle eyes. The fatigues are naturally flame retarded via sewn in asbestos.
| | House Isdrandrad is comparatively new House, even Beleháthorn has cultural roots predating the fall of the empire. Isdrandrad represents the changing of fortune for Draigh-Nahl, and a symbol of their emergant power as well as a praise of Vaul. The house is not without darkness, as its ranks also serve as reminders of the fallen. Isdrandrad is the house of Titans, and the ghost warriors. When the craftworld expanded and began to explore more material rich environments, the Eldar suddenly had the opportunity to expand their forge capabilities. As certain areas of the ship were still dangerous, warp rifts raged still in sealed confines, and fleshwarped creations still stalked the depths of the orignal pleasure craft, both on a scale that outstripped the mere infantry of the forge masters. But with greater infrastructure, the craftworld began to magnify their lethality tenfold with the advent of Titans, and recoup their loses with Wraith Knights and Wraithguard. As if blessed by Vaul and Isha, the fresh generation of infant Aeldari saw a significant amount of twin and triplet births, hailing the turning of the tide and vindicating the titansmiths. This became known as the Comet Year, and that generation of steermen and warriors the Giantborn. The Giantborn trained from infancy to pilot their destined titans, led and tutored by the ghost warriors, their slain descendants. The day they were trained and ready to stride into battle, the crusades to take back sections of the ship commenced, the artisan houses sweeping through sections of the ship now accompanied by the might of a new generation, and the grim vengeance of those that passed. Short but bloody, the ship was made more habitable and secure, allowing for growth within, and without the craftworld. |
|
| |
|
| '''Melta troops''', as well as heavy flamer and the rare plasma troop always wear the Heavy uniform to prevent damage to the user through excess heat.
| | Tight confines and strange geometry prevented a great deal of progress beyond the initial battles, and these occult climes of the Host of Dreams are still fought and won (and lost) by the Aspect Warriors, Chainbreakers, and Swordsworn that rule the orbiting craftworld. For their swift and decisive victory, the titan clade earned the title Felhammers, and together the Ghost Warriors and Titan steermen formed a house around their Giantborn leader, Isdrandrad Thel'Dyrd. A great deal of effort was made to accommodate and arm the new house, and when they made planetfall the house claimed a mighty mountain range with which to house their engines. |
|
| |
|
| '''Tankers''' and '''artillerymen''' have the standard uniform sans flak vest.
| | ===House Kyr-Mëanas the Wayforgers=== |
|
| |
|
| '''Intelligence''' and '''Military Police''' sport visor gas masks similar to the Flamer Troops in infantry units, in reference to Arbites that laid the groundwork for their place in the Brigade. Their flak vests match their fatigues with red shoulder guards and a dark body. The helmet assembly is blue as is traditional.
| | The twisting non euclidean halls and shifting decks and sensory hellscapes of the Host of Dreams cost the freed eldar as much life as fleeing the Fallen Masters and the psychic scream of Slaanesh. Daemons flooding the ships divided groups of eldar, driving them further in, never to be found. Or they were interceded by the Fallen Master's grotesque toys, and befell a fate nearly as dreadful as that of She Who Thirsts. Hiding in tight formations was hardly better, as they only made themselves bigger targets for both the daemons and grotesques. As the eldar gained ground the craftworld began to experience growing pains, and it wasn't enough to simply wait out the unending daemon onslaught or the most likely still produced flesh beasts. The dark frontier needed to be pushed back, a home made from hell. It was not enough to eke out a miserable living while simply delaying annihilation. As their numbers thinned, a mate pair, Kyr Thuldn and Lyian Mëanas, took a hunting party and a coven of seers with the intention of never returning. As the Eldar they left behind stockpiled a staggering amount of weaponry in preparation for their extinction, the raiding party tore a dark and bloody path across the ship, sacrificing seers to seal warp rifts, sacrificing warriors to slay foul brood mothers of the twisted flesh constructs. They were ruthless, fatalistic, and efficient, and the genesis of Draigh-Nahl's fondness for traps and mines, even before the pyrotechnics of Beleháthorn. Mines, spike traps, poisoned caltrops, hallways with snipers at the end, blades in the night. Craftsmanship came in handy indeed in forging cruel implements of surprise death. After a time the onslaughts slowed, the fabric of reality stabilizing within the ship as it became more like a craftworld and less like a Space Hulk, give or take structural cohesiveness and comfort. |
|
| |
|
| '''Cav Scout''' uniforms, as well as the '''Special Task Force''' embedded in MP units lack any blue in their informs, and the red symbolizing the fields of Gorepoppy on Argo is limited as well. Due to their operations occurring mainly at night the uniform is the same dark camo present in most other fatigues. Cav scouts generally wear the standard helmet and flak vest of rank and file Peacekeepers (infantrymen) to keep a low weight when dismounted so they can return with haste to their vehicle should the need arise. Special Task Force soldiers wear the Heavy uniform due to their usual insertion via Valkyrie gun ships and the quick and surgical nature of their missions. Cav Scouts and Special Task Force soldiers also make great use of improvised and issued ghillie suits as well as other camo cloaks meant to blend in with un-urban environments or daytime operations
| | That hunt ensured the security and growth for centuries to come. The craftworld that came years later was only possible because of the precious moments provided by Kyr and Lyian. The fate of that party was unknown, until later parties delved into depths. They were dead to a man. Their bodies and soul stones found atop a great funeral mound of slain wretches, scaring of the battlefield signs to legions of banished daemons. Gunlines and minefields shredding the enemies of the Eldar. Trapped, out numbers, discovered, but not out witted, the hunting party went out in a blaze of glory. The only identifiable remains were those of Kyr and Mëanas, their armour melted and smouldering as they evidently detonated a grenade array. When peeled apart their spirit stones were fused, not broken, but unable to interface with the newly established Infinity Circuit. The Spiritseers detect that their souls are whole, miraculously, but the stones themselves are damaged and unable to be released. They were trapped together for eternity, and the rest of the party's stones were shattered or no doubt taken as playthings by Daemons. To honour their sacrifice, a house of the swift, clever, fatalistic, and vengeful was erected, to pierce the veil and illuminate the unknown, to forge a path for the rest of the Craftworld, and line the way back with death for anyone else. Beleháthorn is a half way house for the lost and undecided, but Kyr-Mëanas is the home for the Path of the Outcast. Other houses dabble in the Path, but Kyr-Mëanas is immersed in it, welcomed exiles, cut off from the craftworld they live in, just like the soul stone of their spiritual forebears. This delicate position of ritual distance was the leading factor in the integration of the Striking Scorpions, as the Stalking Mists temple was founded planetside with the house, one of the few aspect temples to leave the confines of the Craftworld proper. |
|
| |
|
| '''Engineers''' likewise have a standard uniform, save for extra equipment used in their projects such as construction tools and repair implements. EOD technicians wear the heavy uniform with a blast shield similar to flame troopers
| | ===House Ynneadandra, the Anvilthanes=== |
|
| |
|
| '''Argive Pilots''' wear jumpsuits in a similar camo pattern to the fatigues worn by Peacekeepers but with a blue back panel, with their flight helmets the same Brigadier Blue. Gloves are often red in a grim joke about the blood on their hands.
| | Draigh-Nahl has dozens of houses, the descendants of specific artisan disciplines or sections of carved out pleasure ship, or genealogical lines. But there are those of note, House Fændrýn is that of leadership, Cahlith is that of Khaine in a Craftworld of Vaul, but these are mostly granular distinctions within a varied, mostly homogeneous people. However if there is a style of combat others associate most strongly with the steadfast Aeldari, it is massively overwhelming firepower, delivered from afar, and frequently. The Fallen Masters reveled in destructive weaponry in wars of fancy, as much as they enjoyed sensual pleasure. To this end the Eldar slaved away making legions worth of weapons of the most extraordinary sort. When Asurdan Fændrýn convinced the slaves to use their tools and crafts to earn their freedom, these weapons were turned against their masters in hilarious fashion. Many other houses, or the foundations of new ones, could claim a heavy hand in the success of Draigh-nahl, but none will contest that without the big guns, none of this would be possible. Firepower broke the chains, firepower won the Host of Dreams, firepower kept it, and firepower guards its. The Driag-Nahl cultural doctrine is built on supremacy of violence just as much as guile, and the prevalence of large weaponry is the heart of their industry. The vast swath of artillery, tanks, and heavy weapons simply acted as infantry until the confines of the ship made answering the sexual monstrosities, both of the warp and eldar science, with thunderous combat unreasonable (not to say it wasn't always considered the first option). So as doctrinal lines were being drawn as tactical darwinism took root, and houses were solidified as a matter of culture, it became clear that a space for the canons and lances was needed. |
| </div>
| |
| </div>
| |
|
| |
|
| =Organization structure of Argo Brigade=
| | So one of the more destructive frontline commanders, Yhuric Bloodthunder, begrudgingly became the father of the House of Firepower. This name was radically unpopular for decades, and it wasnt until his son Yhurin took command and reformed what was quickly becoming a massive gang of pyromaniacs and gun toting berserkers into a regimented and well drilled militia that it was given a proper name. House Ynneadandra, named after the God of death and the Eldar apocalypse. His father claimed it was one of the few times he was proud of his son, as it was not as awful as he was anticipating. He died shortly thereafter when a Grotesque managed to sneak into his estate and kill him in his sleep. This prompted a five year destructive campaign from Ynneadandra, which saw Yhurin adopt many of his father's more surly mannerisms. Yhurin heads the house to this day, the oldest Eldar in the entire Craftworld, his guidance and knowledge invaluable to Exarchs and Autarchs alike, for those that withstand his brusque and bombastic nature. Ynneadandra is well disciplined and controlled, relying heavily on weapon and vehicle forges to fulfill their tactical needs. Because of this, they venerate Vaul to the extreme, despite their destructive capacity, although they pay lip service to both Lileath and Khaine to ensure their rounds meet their marks, and that they're battles are well won. |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''Organization''
| |
| <div class="mw-collapsible-content">
| |
| >>>>77th Argoan Peacekeeper Brigade (The Argo Brigade)
| |
|
| |
|
| | | ==See Also== |
| >>>177th Peacekeeper Battalion (221st/The Justicars)
| |
| | |
| >>Alpha Company (Aljernon's Ardent) Infantry
| |
| >Six Platoons (Infantry, Mortar teams, medics, etc)
| |
| | |
| >>Bravo Company (Bia's Bastions) Infantry
| |
| >Six Platoons
| |
| | |
| >>Charlie Company (Cairon's Chosen) Infantry
| |
| >Six Platoons
| |
| | |
| >>Delta Company (Deimos's Defenders) Recon Cav Scouts and Air Cav
| |
| >Six Platoons (Taurox, Bikes, Sentinels, Valkyries etc)
| |
| | |
| >>Echo Company (Epiphron's Endurers) Military Intelligence+Military Police
| |
| >Three Intel Platoons (Human Intelligence, PsyOps, Signals Intelligence)
| |
| >Three MP Platoons (Canine+EOD+Police, Commissariat, Special task force)
| |
| | |
| | |
| >>>277th Peacekeeper Battalion (The Punishers)
| |
| | |
| >>Alpha Company (Armageddon) Infantry
| |
| >Six Platoons
| |
| | |
| >>Bravo Company (Braves) Infantry
| |
| >Six Platoons
| |
| | |
| >>Charlie Company (Crucifiers) Infantry
| |
| >Six Platoons
| |
| | |
| >>Delta Company (Deathdealers) Recon Cav Scouts and Air Cav
| |
| >Six Platoons
| |
| | |
| >>Echo Company (Eviscerators) Military Intelligence+Military Police
| |
| >Three Intel Platoons
| |
| >Three MP Platoons
| |
| | |
| | |
| >>>377th PK Bat (Wildcats)
| |
| | |
| >>Alpha Company (Alligators)
| |
| | |
| >>Bravo Company (Bulls)
| |
| | |
| >>Charlie Company (Cobras)
| |
| | |
| >>Delta Company (Dingos)
| |
| | |
| >>Echo Company (Eagles)
| |
| | |
| | |
| >>>477th PK Bat
| |
| | |
| >>Alpha Company
| |
| | |
| >>Bravo Company
| |
| | |
| >>Charlie Company
| |
| | |
| >>Delta Company
| |
| | |
| >>Echo Company
| |
| | |
| | |
| >>>501st Fires Battalion
| |
| | |
| >>Artillery Company (Horns of Argo)
| |
| Basilisks
| |
| | |
| >> Heavy Mortar Company (Organs of Argo)
| |
| Wyverns
| |
| | |
| >> Surface to Surface Missile (STSM) Company (Whispers of Argo)
| |
| Deathstrikes and Manticores
| |
| | |
| | |
| >>>502nd Fires Battalion
| |
| | |
| >>Artillery Company
| |
| | |
| >>Heavy Mortar Company
| |
| | |
| >>STSM Company
| |
| | |
| | |
| >>>503rd Fires
| |
| | |
| >>Artillery Company
| |
| | |
| >>Heavy Mortar Company
| |
| | |
| >>STSM Company
| |
| | |
| | |
| >>>601st Engineers
| |
| | |
| >>Alpha Company (Engineers, in charge of mass crucifixtions)
| |
| >Two platoons (Engineers, ogryns, nailers)
| |
| | |
| >>Bravo Company
| |
| >One platoon (Military police)
| |
| | |
| | |
| >>>602nd Engies
| |
| | |
| >>Alpha Company
| |
| | |
| >>Bravo Company
| |
| | |
| | |
| >>>603rd Engies
| |
| | |
| >>Alpha Company
| |
| | |
| >>Bravo Company
| |
| | |
| | |
| >>>701st Armoured Regiment (Tanks and other Armored vehicles like Taurox)
| |
| | |
| >>Alpha Company (Hammers of Bross)
| |
| >Two platoons (Leman Russ Vanquishers + one Baneblade
| |
| | |
| >>Bravo Company (Shields of Bross)
| |
| > Five Platoons (Chimeras, Taurox, other APCs)
| |
| | |
| >>Charlie Company (Armour of Bross)
| |
| > Five Platoons (Chimeras, Taurox, other APCs)
| |
| | |
| >>Delta Company (Fire of Bross)
| |
| > Six platoons (Hellhounds and Bane Wolves)
| |
| </div>
| |
| </div>
| |
| | |
| =The Crunch= | |
| | |
| Homeworld: Argo VII, Illius X System
| |
| | |
| Colors: Sky Blue armour with white accents with Charcoal fatigues with Carmine accents.
| |
| | |
| Specialty: COIN Operations, anti armor, mass "pacification"
| |
| | |
| Tactical info: Shock troops/light infantry with artillery support
| |
| | |
| Battlecry: "Nail 'em up!" also "Upside down! Sideways!"
| |
| | |
| Special Weapons: The Chem cannon and Nailer Pistol and various gas grenades
| |
| | |
| Favorite Pastime: Crucifixion
| |
| | |
| Champions: The Bross Family Line
| |
| | |
| Loyalty: Fanatical
| |
| | |
| Allies: Adeptus Mechanicus, Adeptus Arbites, the Ecclesiarchy
| |
| | |
| Enemies: Traitors and Xenos, especially Tau and Dark Eldar.
| |
| | |
| Modus Operandi: Rapid insertion into war zones with extreme target prioritization of enemy armor or mass concentrations of infantry. This is followed by mass executions and chemical bombardment to pacify local populations, as well as using the brigade intelligence apparatus and special police teams to keep the civilian population in check and route out further insurgency.
| |
| | |
| =Only War Statblock=
| |
| Homeworld:'''Death World'''
| |
| | |
| '''Characteristic Modifiers''': +3 to any two of the following Characteristics—Perception, Strength, Toughness.
| |
| | |
| '''Skills''': All death world characters are Trained in Survival.
| |
| | |
| '''Fluency''': While death worlders have learned to speak Low Gothic, they do not have time in their violent lives to learn how to read or write the universal language of the Imperium. Because of this, death worlders do not start with the Linguistics (Low Gothic) Skill at creation, however they are still capable of engaging in any verbal communication in Low Gothic that does not require a Skill Test.
| |
| | |
| '''Hardened''': Death worlders are accustomed to violence, and many death worlds contain a variety of deadly, venomous creatures. They must be continually prepared and wary of danger from a young age if they are to survive, and those instincts do not easily fade. Death worlders start with one of the following >Talents: Light Sleeper, Lightning Reflexes, or Resistance (Poisons).
| |
| | |
| '''Wary of Outsiders''': Death worlders tend to be slow to put their faith in anyone other than themselves and their comrades, and they chafe at the expectations and strictures of more civilised society. They suffer a –10 penalty on all Interaction Skill Tests made in formal surroundings, and similarly impose a –10 penalty on any Interaction Skill Tests made on them by any non-death worlders. These penalties can be waived at the GM’s discretion if the death worlders are dealing with those who have earned their trust.
| |
| | |
| '''Starting Wounds''': Death world characters begin play with +2 starting Wounds.
| |
| | |
| Regimental Commander:'''Phlegmatic'''
| |
| The regiment’s commander is quiet and contemplative, a man of few words. When he does speak, it is with great and solemn purpose, to give commands that have been considered in exacting detail. He does not command loyalty through rhetoric or heroics, but through quiet competence, and his men have learnt to trust in his skill and rely on the chain of command.
| |
| | |
| '''Starting Skills''': Common Lore (Imperial Guard), Common Lore (War)
| |
| | |
| Regiment Type:'''Reconnaissance'''
| |
| | |
| '''Characteristics''': +3 Perception, –3 Willpower
| |
| | |
| '''Starting Skills''': Awareness
| |
| | |
| '''Starting Talents''': Combat Sense
| |
| | |
| '''Standard Kit''': One Sentinel Scout Walker or one Chimera Armoured Transport per Squad, and one set of magnoculars per Player Character
| |
| | |
| Training Doctrine:'''Anti-Armor'''
| |
| | |
| '''Starting Skill''': Common Lore (Tech)
| |
| | |
| '''Starting Talent''': Tank Hunter
| |
| | |
| '''Special''': Due to their special training and their encyclopaedic knowledge of enemy armoured vehicles and their strengths and weaknesses, Anti-Armour regiments are unparalleled tankkillers. Members of Anti-Armour regiments add an additional amount to the Penetration of their weapons equal to their Degrees of Success on the attack roll when attacking vehicles.
| |
| | |
| Special Equipment Doctrine:'''Well Provisioned'''
| |
| | |
| The regiment has been marked as a supply priority by the Munitorum, keeping them well-supplied with ammunition, food, medical equipment, and other consumables. Wellprovisioned regiments tend to be those expected to face the worst of the fighting, with regular resupply to allow them to remain at fighting strength for far longer.
| |
| | |
| '''Standard Regimental Kit''': The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles
| |
| | |
| Regimental Drawbacks:'''The Few'''
| |
| | |
| This regiment is surprisingly small, whether because of ist specialist doctrines, its harsh training methods, a dearth of potential soldiers on its founding world, or grievous battlefield losses. Whatever the reason, it continues to operate despite having far fewer soldiers than many other regiments, and thus cannot rely on the brute force tactics for which many great regiments are so renowned. Instead of assaulting in massive, overwhelming waves of soldiers, this regiment’s troopers must strike in smaller units. Each soldier must rely on the competence of close squad mates rather than the raw might of the regiment itself.
| |
| | |
| '''Limited Numbers''': When a Squad from this regiment requests reinforcements (to replace fallen Comrades), it
| |
| must make a Hard (–20) Logistics Test if most of the regiment is actively deployed or an Ordinary (+10)
| |
| Logistics Test if a significant portion of the regiment is not currently in the field (these Tests already include
| |
| situational modifiers except those added at the GM’s discretion). If it fails, the regiment simply has no
| |
| reinforcements it can spare for the Squad, and its members must soldier on until its members can put in another
| |
| request for troop support.
| |
| | |
| =Writefaggotry=
| |
| | |
| ===Mercy Duty===
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''How Young Guardsmen are Made Into Brigadiers''
| |
| <div class="mw-collapsible-content">
| |
| The actual work of the mercy duty is to mentally prepare the soldiers towards their way of war. It's not surprising that many men may have difficulty getting used to such brutal and terrible warfare.
| |
| | |
| When the newer soldiers have mercy duty they go through the crucified in squads of 5 per unit. Their first time they will have to see if there are any crucified who are still alive. They are duty bound to execute any they see with a swift stab of the bayonets and keep count.
| |
| | |
| The second time the do their duty they will be given new rules. They are allowed to talk to the victims and are allowed to judge whether or no to use the bayonet to end an enemies suffering.
| |
| | |
| The next time they will do the same except now they will only be able to use the bayonet on 10% of those they come across. Those they use the spear on, must first give their final testimony to the squad telling them their home, role in the forces of the enemy, if they have any family.
| |
| | |
| Finally the squad will be assigned one last time to do their duty, but this time they can only use the bayonet once.
| |
| | |
| While this special duty may seem counterintuitive to such a brutal regiment it makes the soldiers understand that all of these crucified were still enemies of the IoM.
| |
| | |
| Even those were cried and pleaded for mercy were still enemies who sought to destroy mankind's greatest edifice.
| |
| </div>
| |
| </div>
| |
| | |
| ===Indus' Fifth Compound===
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''Story of Corpsman Indus''
| |
| <div class="mw-collapsible-content">
| |
| While resupplying on an Imperial world, the planet and Brigade came under attack by an Eldar raiding party of Craftworld Alaitoc for purposes arcane. During the attack, Corpsman Indus, who always had a bit of a mad scientist streak, flooded the corridors of the base with various compounds that he suspected were paralyzing to Eldar. Many defenders choked and died on his toxic substances, but his fifth compound changed the course of battle.
| |
| | |
| Just as the raiders prepared to extract the mon'keigh target as they had foretold, one of Indus' compounds hit upon the Eldar pain receptors, causing their bodies to be racked with seizures from the unending pain. The defenders were able to take quite a few living Eldar prisoners, paralyzed by the pain, for the Ordo Xenos.
| |
| | |
| Indus' Fifth Compound, as it is now called, is being studied on Eldar prisoners to determine just what makes it so effective.
| |
| </div>
| |
| </div>
| |
| | |
| ===Sergeant Bross===
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''A Tale of Brigadiers at War''
| |
| <div class="mw-collapsible-content">
| |
| Dust swirled in the wartorn streets, the air filled with the shrill war cry of Valkyrie guns alight with fury, the soft crunch of heavy boots crumbling the rubble of what used to be homes and businesses. Tau propaganda hung from windows in tattered banners and shredded posters. Calling for surrender with false saccharine promises of a better life under their xenos oppression. Sergeant Bross curled his lip in disgust underneath his mask, corrosive fumes drifting about his boots like morning fog, the roaring engine of the immense Crassus transport crawling beside him drowning out all thoughts of xenocide. Well, not all. Even through his mask the stench of death filled his nostrils, that sickly sweet smell of corpses and the savory scent of auto weaponry.
| |
| | |
| His element proceeded before the Crassus, keen eyes on the ground to protect the precious cargo of their brethren from unseen attack, their black lifeless goggles scanning windows and rooftops, rifles held at a low ready. With little pretense a whistling crack from a nearby window, a sniper shot. The shot erupted Private Kraden's helmet in a shower of crimson and blue shrapnel. The squad called out the distance and direction of the shot in stern shouts, and began to encircle the transport for security. The massive doors of the Crassus groaned open and troops began to pour out and lay down fire while the heavy flamers of the vehicle belched flame into the building.
| |
| | |
| Return fire came not shortly after, the terrorists having sprinted to another adjacent building not engulfed in flame. The disembarking troops gave pursuit, falling into cover and bounding forward, the Flamer leading the way in a grim stride. A dangerous game, but nothing broke the will of inexperienced fighters like the sight of an Argoan Flametrooper. The Brigadiers surrounded the crumbling building, tossing in gas grenades and for those with shotguns or grenade launchers incendiary or nerve rounds. Auto Rifles, shotguns, las-rifles, even pulse rifles condemning their heresy were tossed from the windows and doors, as the insurgent scum fled from the building with their hands thrust skyward. Perhaps they expected mercy.
| |
| | |
| Flaming, chemically burned, shot, stabbed, the criminals were in pitiful condition. As they fled from battle like faithless curs they were greeted by steady volleys of las fire. Brigadier marksmanship ensured that they were not lethal wounds, no death in battle was not a right that cowards had. To die for one's cause was an honor that only true warriors could aspire to, even scum heretics. Lasfire met shins, splintering them, kneecaps, shredding them, and shoulders, splitting them. The dregs fell to the dirt, crying out in pain, for death, for their mothers who failed to instil faith and virtue in them, for their xenos slave lords, some even for the Emperor's mercy.
| |
| | |
| Wordlessly, Sergeant Bross's soldiers began to drag away the yet-living dead. It always pleased the grizzled soldier to see such ease with which his soldiers plied their craft after battle. Their movements were precise, practiced, and in some vague way religious, as if they were performing some ecclesiarchal rite.In many ways, it was, for in Justice there is no greater veneration of the Emperor. The medics made to the transport, no doubt to retrieve corpse-pikes and slabs, the singular thin sheets of light metal that the enemy would be pinned upon in lieu of true crucifixes. Sergeant Bross, stepped forth, placing a gloved hand on Corporal Daret's shoulder, "Don't waste slabs on these ones, just use the walls," He motioned to the flaming building, still alight with bless'd promethium, "We need to save up for Objective Lho, the city square should have more creeps." The medic nodded, "Roger that." Bross could feel the grim smile on the young medic's face as he motioned for his comrades to the charred walls.
| |
| | |
| "PLEASE, STOP! DON'T DO THIS! I'LL TELL YOU ANYTHING!" cried one of the wretches, as his flayed thigh gouted scarlet blood upon the dirt. Bross slung his rifle over his shoulder, and the trooper dragging the man by his crushed fingers stopped. Bross tore the man's fetid tunic and wrapped his dire wound painfully tight, earning him sour whimpers of pain. "Which of you had the sniper rifle?" the soldier asked smoothly, his gruff tones barely concealing seething fury. The vandal immediately nodded emphatically to one of their ragged number, the vagrant having lost his arm. The fireteam laughed at his eagerness, then laughed harder at the sniper's cries of protest and his cursing of his comrade at his immediate betrayal. Bross simply unsheathed his knifed secured to his breastplate and drove it through the snitch's temple, rewarding his compliance. Then he stalked over to the one armed sniper.
| |
| | |
| "That was a good shot there, killer," Bross said, unsecuring his gas mask from his helmet, letting it swing free from one side, acrid gas singeing his lungs and eliciting a cough. Bross cared little, cancer was already eating away at his lungs, it wouldn't be too much longer til fighting wasn't an option. He retrieved his pack of Lho sticks from underneath his armour, using his chin to open the pack and grabbing a loose stick with his lips, lighting it off his still hot barrel, "Shame about that arm, eh?" Bross inhaled deeply, the lho dulling his raging emotions, clearing his thoughts, they'd need to move quickly, it wasn't safe to indulge in business like this. The sniper just spat in his face. Bross politely retorted with a curt punch to his forehead, his knuckles rapping soundly off the bone. Bross took a deep drag before placing the stick in the creep's mouth, who began to puff gladly "I'll cut you deal, same deal I gave your friend over there. Talk and we won't put you to the cross or to the flame. Quick and clean. How's about it, slugger?"
| |
| | |
| The man nodded tiredly, "What do you want, Imperial." Bross nodded, satisfied, the sound of distant mortar fire and panicked screams music to his ears. The battle was going well. "Tasha Square, you know it?" The rebel nodded. "Good, that's great man, you're doing great. Now what defenses are there, we know the Blueberries moved in last night, what do they got there for us?" The sniper sighed, tears welling in his eyes, the shock of capture compelling him to speak, "They're using it as a Hammerhead depot, there's Stealthers there too. Th-that's all I know, I swear. N-now just do whatever you will." Bross chuckled, taking the lho stick from the detainee and taking one last puff before putting it out on the haggard man's head, "Oh I will, fucker. Trust me, I will. Nail 'im up, let's get this show on the road." "YOU SWORE! WE HAD A DEAL!" Bross shook his head, putting back on his mask, "I lied, heretic."
| |
| | |
| The soldiers dragged the screaming victims to the still smouldering walls, taking nailers, a side arm that found its origins as an industrial nail gun but since the Argoan Revolution has found use in the Emperor's service as a short range weapon and an effective tool for making an example of dissidents. Bross enjoyed his profession, but the sizzling of flesh, the cracking of bone and concrete as nails were driven through bound feet and wall, the hopeless wailing of the damned...there was no glory in this, but crucifixion is far more than tradition, it is a necessary to quell future dissent. The hiss and crack of the Nailers ceased, the fools now hung by their feet, the spreading flames licking their toes. The soldiers took their combat knives and drug them across the exposed bellies of the inverted, intestines pushing out like grotesque blooms of some exotic and macabre fruit, ripe and wriggling.
| |
| | |
| "Mount up boys, Bravo squad, you're up for walking, Alpha on me in the truck." The soldiers did as commanded and moved their fallen brother onto the transport, " Hurry the fuck up! We have to make objective and rendezvous with Charlie, those heretics won't pin themselves up!" The troops flooded into the transport, some popping off their masks to have a smoke, other checking their gear, some obviously falling fast asleep. The battlefield faded away within the confines of the Crassus as the doors closed them into the transport and the vehicle continued on to the nexus of violence. Sergeant Bross simply looked at the mangled corpse of his private, then joined his soldiers in rest as he closed his eyes, the sounds of roaring flame and hissing gas drowned out by the grumbling engine lulling him to sleep.
| |
| </div>
| |
| </div>
| |
| | |
| ===Extermination===
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''A meeting between professionals''
| |
| <div class="mw-collapsible-content">
| |
| Middle Lieutenant Bie Lao of the 5th [[Hua Yuan Exterminators]] tapped his fingers absentmindedly to the beat of the music blaring through the internal comms of the Taurox Prime on the wide dashboard, bobbing his head as the convoy raced past the ruined landscape, rolling fogs of gas concealing fields and fields of ruined city. The 5th Exterminators had been deployed to assist in the retaking of Calidad 8 from the Tau Empire, who had used humans insurrectionists to gain a foothold in the planet. Due to the sheer size of the manufactorum planet and the spreading rebellion, the Munitorum saw fit to deploy a second regiment to augment the mission of the unit already planetside. Apparently they had things well in hand enough that calling upon an Astartes chapter would have been unnecessary and frankly wasteful, but the 5th was already passing through the system returning to Hua Yuan after purging a planet riddled with a Genestealer cult.
| |
| | |
| The unit in question was the 77th Argoan Peacekeeper Brigade, but everyone knew them simply as the Argo Brigade, because there wasn't any other in the known Imperium. Relentless, ruthless, and deadly, the small unit was already a quiet legend long before the Imperium had found Hua Yuan in all her festering glory. Small and well equipped, from what the young officer could tell the two units couldn't be any more different. While the Exterminators as a whole prefered to keep their operational tempo at a breakneck speed to deny the enemy time to react the Brigadiers had a patient and methodical approach to the enemy, rarely running missions back to back and almost always stopping to fortify claimed ground. Even in battle they seemed to have more in common with Necron than the Exterminators; the Exterminators sprint into enemy lines in a dazzling display of firepower and athletic coordination, disorienting and overwhelming the enemy.
| |
| | |
| The Argives by contrast would prefer to take cover and pelt the enemy with return fire while another element executes a swift flank. Such measures often produced more enemy casualties than confirmed kills, but after seeing them after combat...Bie Lao was convinced this was by design. Nothing separated the two units more than how they saw other humans. Sure, Gardeners by and large have tremendous pride in their homeland and tend to be a little brusque towards foreigners, but if you have good music and better drink you can buy the friendship with relative ease. The Argives on the other hand only really seemed to relax around their own number, even the non-Argive Brigadiers. Towards others they seemed...almost predatory, as if constantly looking for some hidden heresy to crucify you for. In the case of the Exterminators and their Xenon, they were all lucky that it was as close a secret as it is...
| |
| | |
| Perhaps that's what made the Lieutenant so uneasy around the Argives, not just because of their haughty attitudes or fine equipment, or even their excruciatingly boring approach to combat. It was the torture. It was almost like the Exterminator trophy hunting, Bie Lao thought as he stroked the gaunt skull fitted onto his shoulder, but it wasn't meant to show skill or status, it was to build fear. Fear and disgust. And it worked. The last thing Bie Lao wanted was to have to fight the Brigadiers and survive lest he end up upside down on a cross, or on his side with a spear lodged through his ribs. The convoy screeched to a halt as they neared a small traffic circle at the end of the dusty road. MLT Bie Lao, in the lead vehicle, hopped out of the garrish, trophy littered vehicle, hitting the ground with a hard thud. Awaiting him in the circle, where the Brigadiers.
| |
| | |
| The Brigadiers sat in their Taurox blocking the streets into the circle, the turrets of the light vehicles pointed down the roads leading to the circle, as the lieutenant jogged up to the halted brigadiers he saw that there were a few guns pointed his way, which made him none too comfortable. Only adding to his apprehension was their uniforms, which lacked any of the typical blue or red and instead were a uniform dark drab. As he neared the end of the street the vehicle at its mouth came to life with a purring engine. And a mounted weapon pointed straight at him. From the mounted turret came a single shout in Low Gothic, "Crimson!". The Lieutenant halted and shouted back, "Eagle!". He had been briefed the challenge and pass for the day over a secure vox channel in code briefed to him the day before, the verbal Vox cipher was meant to be changed weekly, if possible. Bie Lao pondered a unit such as large as any Hua Yuanese one utilizing so many security measures without something going wrong. He shuddered at the thought.
| |
| | |
| The Tauros pulled into the traffic circle, and one of the brigadiers dismounted from the vehicle, waving the convoy into into the circle. As the convoy rolled along the brigadier approached the lieutenant, "Captain Keterov, Delta Company Cav, 277th. Seems like you lot didn't die out there." Bie Lao, "Sorry to disappoint, Sir. Middle Lieutenant Bie Lao, 1st Company 505th." The Gardener offered his hand to the captain. It did not reciprocate. The Brigadier turned his back and walked back to his vehicle. "Your men better be good to go Lieutenant, we've been here far too long. You lot took your sweet fucking time." "We ran into some resistance, sir." "Is that an excuse, soldier? I thought the Exterminators were fighters." Bie Lao, grimaced, "No, sir." The Cav Scout regarded him with a soulless eye from his gas mask, "No that's not an excuse? Or no, you Exterminators aren't worth your collective weight in shit?'
| |
| </div>
| |
| </div>
| |
| | |
| ===Blue Grox Snowfall===
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''A field report of a zealot''
| |
| <div class="mw-collapsible-content">
| |
| Mission entry of A. Black, Acolyte of the Holy Ordos:
| |
| | |
| '''Operation: Blue Grox Snowfall'''
| |
| | |
| "Having been attached to the Argo Brigade for well over 2 months now, I had found myself worrying about losing the trail of [redacted]. The regiment was, slow. The men and women of the regiment were consummate professionals, very capable and competent soldiers, utterly dedicated to the orders of the Emperor. However their way of waging war seems wanting to the untrained eye.
| |
| | |
| Since my attachment to the regiment they had gained all of 4 miles towards the target zone. While some would see such a slow pace as indicative of cowardice, soldiers simply trying to run out the clock before they need to be bloodied in the bathes of war, there was no fear in the Brigade. Rather the entire regiment takes a very methodical approach towards war.
| |
| | |
| The operations center of the regiment was well fortified and yet it seemed so very...impermanent? It was well established, yet it seemed as if at any moment the entire base could be dissassembled and the entire regiment could simply disappear into the ground.
| |
| | |
| It was only after a week had gone by that I had realized that the regiment had been very busy while they were supposedly holding still. Within the short time the Brigade had established this front, they had an extensive network of contacts, information sources, and locals.
| |
| | |
| The weeks have been punctuated by sporadic blooms of death in the distance, but no real action, until today.
| |
| | |
| The Cobi Mine Weighstation, the only supplied and viable node in the whole region between the Imperial front and the Heretical forces was considerable. Commanding a large space in the arid valley, it had been heavily supplied and fortified by the enemy. My early estimations calculated some considerable losses if the regiment was to stage an attack without any other support.
| |
| | |
| and yet they did stage an attack without any other imperial help.
| |
| | |
| | |
| Mission Entry of A. Black, Acolyte of the Holy Ordos, revisted:
| |
| The entire regiment geared up and set out to take the WeighStation. Upon approach of the target the plan began to form. The regiment got into position and then there was just waiting.
| |
| | |
| finally the whistling of the wind was interrupted by the sound of gun-fire and explosions. Partisans who had become aligned with the regiment staged an "attack" on the settlement outside of the Weighstation. From our vantage point and high power magnoculars it was clear that the attack was certainly a spectacle. It was more impressive to see just how many of the archenemy began to stream out from the Weighstation.
| |
| | |
| I began to worry. It was clear that I had underestimated the numbers holding the target.
| |
| | |
| But before I could voice my concern over how costly an assault would be, I heard the heavens scream. The Argo Brigade began it's attack. A series of salvos from the heavy artillery announced the arrival of the Argo Brigade.
| |
| | |
| The artillery was launching gas and chemical shells. The striking aspect though, was that the shells were designed with certain features that caused the air rushing past them to scream. It was quite a sound to hear.
| |
| | |
| Within minutes large clouds of sickly yellow smoke were visible with the naked eye from our far off position. Through my magnocular I could see many of the enemy troops now hurrying towards their makeshift bastion as scores of their comrades began to fall.
| |
| | |
| Then the bastion built on the Weighstation collapsed. The regiment had deployed a number of heavy weapons teams utilizing mole launchers across the valley to close but hidden positions within range of the target.
| |
| | |
| in the weeks before the assault the regiment had acquired in-depth knowledge of the entire settlement and facility. When the first salvo of mole launchers went off, they hit the weakest parts of the structural foundation.
| |
| | |
| > After that it became a slaughter. They called the tactic, the Cull and Call
| |
| </div>
| |
| </div>
| |
| | |
| ===Shas'La Yun’a Kias first contact===
| |
| <div class="toccolours mw-collapsible mw-collapsed" style="width:1000px">
| |
| ''Recordings from Tau central library''
| |
| <div class="mw-collapsible-content">
| |
| Shas'La Yun’a Kias checked the outlay for his pulse rifle for the sixth time in the last hour. Satisfied that it read the same digits as the last five times, he slotted the weapon back into the hold above his seat and crossed his arms, wary of the sudden drops and jerks the re-entry craft was making. Nervously, he used his inbuilt os to open a copy of the mission briefing his unit had been handed before boarding the transport and heading for the planet below.
| |
| | |
| [Classified]
| |
| Received M999.XXX, XX/XX XX.XX.XX.XXX
| |
| Quelling the populace here has been difficult. Use of XXXXX has been XXXXXXX. Casualties among XXXXXXX heavy, requesting reinforcements. Enemies units have XXXXXXX us. Lost contact with command. Warning: watch out for-
| |
| Message end.
| |
| | |
| 10 days ago their transport freighter had made an unscheduled detour, diverting the course it took by over 30 degrees and lowering its thrust. Neither Kias’ unit nor any other he had contact with had received any information on the reason for the detour, but nine days later 400 Tau of the Fire caste had been assembled in one of the transport hangers, told they were to aid in the pacification of the planet below (the name for which no Tau could correctly pronounce), forwarded their ‘briefing’, a document full of missing info and ambiguous in its meaning, and packed into the smaller re-entry craft like U’ina. Since then Kias had barely spoken a word to anytau, staring at the bulkhead above him and continuously rechecking his equipment. He had not bonded well with his squad, being fresh blood. The honours on the units file listed participation in over 30 active warzones, a feat he doubted he would ever match. Gruff, solemn and hard they had treated Kias more as a domestic drone then a fully fledged Fire Warrior in his own right. Kias dreamed of a day when they would see him as an equal, and drifted to unconsciousness with these thoughts on his mind.
| |
| | |
| Kias was broken out of his reverie when the re-entry craft suddenly dropped what felt like 90 metres, combined with a loud, high pitched squeal he recognized as the incoming fire alarm. Immediately adopting the brace position drilled into him in training, he gritted his teeth as the craft executed an upward climb, sending unstowed gear flying through the craft. With a solid thunk a drone tore free from its rack and went through the head of the sergeant next to Kias, firmly planting itself in the wall behind the nco’s head. A few seconds later Kias blacked out as a hole the size of a large bovine opened in the ship and the engines lost power.
| |
| | |
| The rookie soldier awakened to his corporal shaking him on his shoulder, calling him to action. Kias could not hear, but from gestures to the surrounding area and his tactical display the other soldier managed to convey that they had landed in the jungle surrounding the Shas’tia, or Military Centre of Command. Upon further examination of the terrain around him, Kias saw that the section of the craft they had been in had torn free, and kindly deposited the corporal, ten privates and himself in a small clearing. Of those ten privates four were dead, though the other six stood in a rough semicircle around the part of the ship they’d landed in. Moving groggily, Kias followed the nco into the jungle, heading for the destination their ship had been travelling before it was wrenched from the sky.
| |
| | |
| Four hours later the team came upon their first bodies. Nailed to the trees in imitation of crosses, over 50 tau corpses of varying stages of decay, along with a number of what he presumed to be Gue’vesa. Kias managed to stare for three seconds before removing his helmet and vomiting into a nearby bush. A number of privates looked in his direction, but most were to engrossed in the sight of so many crucifictions. One f the other privates trotted over to the corporal and bent his head toward him. ‘Ka-os?’, he muttered over the internal comms. The nco pointed at a sign hung around a tau’s neck and shook his head. Shrugging the private stepped back, while Kias pulled himself back together. The nco turned back, ordering them to form a line and advance. As Kias passed the sign the senior member had pointed at he noticed it was hung round the neck of a member of his unit, and was painted using tau blood.
| |
| | |
| "By the word of His Holiness the God-Emperor, Xenos are an abomination and do not deserve to live."
| |
| | |
| Fighting back the urge to be sick again, Kias followed the rest of the squad into the jungle.
| |
| | |
| It took their unit another 8 hours of trekking to reach the Shas’tia, and by then they had passed almost 500 crucified tau and an uncountable number of their auxiliary races. Kias hadn’t been sick, but his gut pulled weirdly when he thought on it. As they crested the final ridge, they saw what awaited them. The Shas’tia had been designed as an example of the modern Tau might: a gleaming 700ft tall pyramid surrounded with some of the fiercest security measures it’s designers could implement. The light yellow colour of it has been flawless, but even from a kilometre away Kias could barely tell it’s true colour. As far as they could see, every available space had been taken up by a crucified Tau, giving the pyramid a rotten blue colour that made Kias lightheaded. Two privates behind him fainted, while another just dropped his rifle and sobbed. The corporal turned to look at Kias, raising his weapon as he did. Kias stood stock still as he watched the nco’s head disappear into a blue-green puff of blood. He didn’t move as lasfire rained down on them, cutting the other privates to pieces. He didn’t move when the blue men walked to him and dragged him to a cage and he didn’t move when they truck the cage was in drove to the Shas’tia. He remained unmoving while they held his hands and feet against the plasteel of the building and nailed them in place. When the next batch of tau prisoners were dragged past his corpse two hours later he was in the same position he was placed in, and he remained like that till his flesh rotted away and his bones fell to the ground.
| |
| </div>
| |
| </div>
| |
| | |
| =See Also= | |
| TBD | | TBD |
|
| |
|
| =Gallery= | | ==Gallery== |
| | |
| <gallery> | | <gallery> |
| File:Argo_Brigade_Emblem.jpg|An emblem of the Argo Brigade featuring both a human and xeno crucifixion.
| |
| File:Argo_Brigade_Guardsman_Early.jpg|A Guardsman of the Argo Brigade rendered by the Bolter and Chainsword Guardsman painter.
| |
| File:Argo_Brigade_Guardsman.jpg|A Guardsman of the Argo Brigade edited with gasmask.
| |
| File:Argo_Brigade_Guardsman_and_Officer.jpg|A Guardsman and Officer of the Brigade in regimental kit.
| |
| File:Argos_Grenadier.jpg| A Peacekeeper and a Grenadier.
| |
| File:Argo Commissar.jpg| A patrolling Commissar detached to the brigade.
| |
| File:Argo Flamer troop.jpg| A Flametrooper; a Peacekeeper equipped with a flamer.
| |
| File:Get the Cross.jpg| Brigadiers having fun experimenting with crucifixion.
| |
|
| |
| </gallery> | | </gallery> |
|
| |
|
| =External Links= | | ==External Links== |
| First Thread: Creation, Ideas, Drawfaggotry, Writefaggotry: http://suptg.thisisnotatrueending.com/archive/52865307/#p52919274
| | *[http://suptg.thisisnotatrueending.com/archive/62669954/ Thread #1] |
| | | *[http://suptg.thisisnotatrueending.com/archive/62760862/ Thread #2] |
| Getting things done:
| | *[http://suptg.thisisnotatrueending.com/archive/62827250/ Thread #3] |
| http://suptg.thisisnotatrueending.com/archive/52921937/ | |
| | |
| Even more stuff:
| |
| http://suptg.thisisnotatrueending.com/archive/52962986/ | |
|
| |
|
| Starting to look like something:
| | ==Writefaggotry== |
| http://suptg.thisisnotatrueending.com/archive/52989751/
| | Due to the large amount of space that would be taken up this will have has it's own page. Found here please strive to post quality, [[Writefaggotry]] |
|
| |
|
| Sorting the fuck out off wikipage:
| | [[Category:/tg/ 40,000]] |
| http://suptg.thisisnotatrueending.com/archive/53053332/[[category:Warhammer 40,000]][[Category:Imperial]][[Category:Imperial Guard]][[Category:/tg/ 40,000]]
| | [[Category:Warhammer 40,000]] |
| | [[Category:Eldar]] |
This page is in need of cleanup. Srsly. It's a fucking mess. |
>
Driag-Nahl |
Specialty |
Artillery, Heavy Weapons, Traps, Fortifications |
Hero |
Alandis Fændrýn, Kingslayer |
Colours |
Bone, Charcoal, Amber |
"Driag-nahl? yeah I remember that hellhole. We went in thinking we'd crack it with ease and use the soulstones and infinity circuit as bargaining chips with other groups. But what we found... was more like the Iron Cage and we were the Fists. Who the fuck puts a Pulsar Cannon at the end of a hallway behind a façade?"
- – unnamed Iron Warrior
"Driag Nahl? Real weird Aeldar. They look like any other Aeldar but once you get close and start really looking the differences become apparent. There's this... paranoia about them, this "fear" if you will. Their constant need, a want to improve on what they have and how they look at problems makes them almost... Human if I say so. Some would call it blasphemous but I see 'em as kindred spirits."
- – Unknown Stormtrooper on Craftworld Drag-Nahl
A trap-laden, (comparatively) highly industrialized Eldar jungle craftworld skilled in mechanized warfare and sneaky beaky with a distaste for the old Eldar empire. Aligned with the Ynnari, and have decent relations with the Imperium of Mon'keigh, which by the latter's standards translate into absolutely amazing.
Specialty[edit]
History and Homeworld[edit]
Houses of Draig-Nahl[edit]
House Fændrýn, the Chainbreakers[edit]
The oldest "clan" of Driag-Nahl, House Fændrýn predates the fall of the Eldar as a family name, as they were the logistical center for all other slave artisans, serving as heads of house for their collective masters. They were disgusted with their masters cruelty and degenerate behavior, seeing them as honourless dandies. When the fall of the empire was nigh, Asurdan Fændrýn the head of house called for mutiny, and in the slave revolt took the pleasure ship Host of Dreams. Unfortunately he did not foresee the horrors trapped within, but his single act of courage and leadership was the birth of the Eldar of what would become Draigh-Nahl. The House is now venerated as leaders and generals, with a keen eye for quality and a mastery of fine detail. In recent memory the Autarch, Alandis Kingslayer, hails from this lineage, and watches over the maiden world and orbiting craftworld with a watchful eye. While the house is largely stationed planet side, many continue to rule, work, serve, and fight in Draigh-Nahl proper, alongside the manic Swordsorn of House Cahlith. Between the two houses, they comprise the majority of the Aspect Temples, and while the Swordsworn worship them, and the rest of the houses fear or loath them, those of Fændrýn have a grim understanding of their Aspect Warriors, and those who dedicate themselves to a temple are given ceremonial funerals to mark their passing into a War Mask.
House Beleháthorn, the Emberswift[edit]
It took a certain amount of insanity to buck from the reigns of an immensely powerful fiefdom-- especially in a time where unity was needed the most-- but it took true brazen foolhardiness to not only steal their prized pleasure ship, but fly it away in the second most devastating warp Storm ever, only being overshadowed by the Cicatrix Maledictum. To this end, Asurdan Fændrýn recruited a band of pirates, rakes, roustabouts, and swindlers to claim and sail the Host of Dreams. While technically part of the artisans, most were menial labourers serving as indentured servants in the face of debts or judicial punishment. However a fair portion had a great deal of mechanical prowess in their own right, relishing in getting the best performance out of flyers and bikes, as any good pirate or daredevil ne'er-do-well would. When they begrudgingly agreed to escape their bonds alongside the other bound artisans and workers, they quickly found themselves dealing with more than they bargained for. Daemons and bizarre abominations in the lower reaches of the sprawling ship broke out in hideous skirmishes, and the ship itself had controls that bordered on madness, purpose-built for some orchestra of fleshcrafted wretches. Nevertheless, the criminal scum and racer mechanics brought their fellows to safety, and earned a place of honour in the burgeoning craftworld. In time they bonded over common ancestry, as well as temperament and interest, into a house to match all the others. Thus came House Beleháthorn, outriders, ace pilots, and rogues. Over time they took in Corsairs and exiles from elsewhere, and developed a fondness for traps such as mines and more... simple measures, especially when deployed by a speeding jet bike. Beleháthorn is characterized by razor-sharp humour and a wry, sardonic nature, often taunting those caught in their traps, or struggling to keep up in a dogfight. It's often rumored as an open secret that the house worships Cegorach, but any Eldar from the house will tell you that they are ardent worshipers of Vaul, same as anyone. They consider his trick he pulled on Khaine proof that he has a sense of humour, or at the very least that he's clever, and the fact that he challenged him at all marks him as a rebel to admire. Of all the houses, Beleháthorn has the best relationship with other Eldar, as they don't view Dark Eldar and Corsairs as reckless degenerates, or Harlequins as feckless annoyances, but rather all as kindred spirits.
House Ynos, the Songsmiths[edit]
In many lesser houses Eldar will apprentice in houses with greater influence or power, mostly houses with a great and successful population of Paths. Aspiring militia leaders will beseech the warriors of Fændrýn for tutelage in the Path of Command, minor scholars will seek out House Gilfaruin for mentorship in the Path of the Seer or the Dreamer, or even in navigating the perils of the Outcast. Beleháthorn serves a vital role in that regard, offering just enough discipline to keep Outcasts from falling to darkness, with rough and ready advice paired with relentless banter helping the lost find their true calling, lest they be forced to endure further heckling. Ynos is an extremely important house for this purpose, as it has one of the largest concentrations of the Path of the Artisan and the Path of the Seer, specifically Bonesingers. Ynos will take any and all Eldar, and attempt to turn frivolous artistic whims into practical weaponsmithing and lasting construction. Ynos has the greatest number of Bonesingers, all of whom are cantankerous craftsmen and fastidious engineers, to say nothing of their tremendous skill as psykers. The vast bulk of Draigh-Nahl infrastructure is a direct consequence of coordinated Ynos action, or built according to their teachings.
House Caeraseth, the Star Farers[edit]
In times of yore when Driag-Nahl was just beginning there was a need of protection not simply from within, but without. The need of a Navy became paramount after numerous attacks by primitives humans and various Xenos that managed to stumble upon them. While Driag-Nahl's defenses were strong, they were quite preoccupied with constructing the first and even the Middle Layers while fending off the Abominations from the Host of Dreams.
House Caeraseth originated from the slave mariners, sailors and even some guards that joined the rebellion against their masters during the Fall. It was they who were called upon to forge Driag-Nahl's First Navy and set the foundations for the rest to come, for as Driag-Nahl grew it would need more and more to defend it.
Not simply for defense, the fleet(s) would also be used repeatedly in search and destroy missions guided by the Rangers nad Seers to strike down any enemies that could potentially rise up and cause harm to the hiding Craftsmen.
While not as warlike as House Cahlith, House Caeraseth is nonetheless a more aggressive house. They will seek no less than the eradication of those that would do harm to their fellow Driag-Nahlans.
It is they who High Admiral Gallion the Sailor descends from, along with a number of ancestors who have held the title and rank. It is commonly joked that the members of House Caeraseth live more on their warships than the Craftworld it self. but few take such a joke seriously, for House Caeraseth fights tooth and nail for their home and people.
House Isdrandrad, the Felhammers[edit]
House Isdrandrad is comparatively new House, even Beleháthorn has cultural roots predating the fall of the empire. Isdrandrad represents the changing of fortune for Draigh-Nahl, and a symbol of their emergant power as well as a praise of Vaul. The house is not without darkness, as its ranks also serve as reminders of the fallen. Isdrandrad is the house of Titans, and the ghost warriors. When the craftworld expanded and began to explore more material rich environments, the Eldar suddenly had the opportunity to expand their forge capabilities. As certain areas of the ship were still dangerous, warp rifts raged still in sealed confines, and fleshwarped creations still stalked the depths of the orignal pleasure craft, both on a scale that outstripped the mere infantry of the forge masters. But with greater infrastructure, the craftworld began to magnify their lethality tenfold with the advent of Titans, and recoup their loses with Wraith Knights and Wraithguard. As if blessed by Vaul and Isha, the fresh generation of infant Aeldari saw a significant amount of twin and triplet births, hailing the turning of the tide and vindicating the titansmiths. This became known as the Comet Year, and that generation of steermen and warriors the Giantborn. The Giantborn trained from infancy to pilot their destined titans, led and tutored by the ghost warriors, their slain descendants. The day they were trained and ready to stride into battle, the crusades to take back sections of the ship commenced, the artisan houses sweeping through sections of the ship now accompanied by the might of a new generation, and the grim vengeance of those that passed. Short but bloody, the ship was made more habitable and secure, allowing for growth within, and without the craftworld.
Tight confines and strange geometry prevented a great deal of progress beyond the initial battles, and these occult climes of the Host of Dreams are still fought and won (and lost) by the Aspect Warriors, Chainbreakers, and Swordsworn that rule the orbiting craftworld. For their swift and decisive victory, the titan clade earned the title Felhammers, and together the Ghost Warriors and Titan steermen formed a house around their Giantborn leader, Isdrandrad Thel'Dyrd. A great deal of effort was made to accommodate and arm the new house, and when they made planetfall the house claimed a mighty mountain range with which to house their engines.
House Kyr-Mëanas the Wayforgers[edit]
The twisting non euclidean halls and shifting decks and sensory hellscapes of the Host of Dreams cost the freed eldar as much life as fleeing the Fallen Masters and the psychic scream of Slaanesh. Daemons flooding the ships divided groups of eldar, driving them further in, never to be found. Or they were interceded by the Fallen Master's grotesque toys, and befell a fate nearly as dreadful as that of She Who Thirsts. Hiding in tight formations was hardly better, as they only made themselves bigger targets for both the daemons and grotesques. As the eldar gained ground the craftworld began to experience growing pains, and it wasn't enough to simply wait out the unending daemon onslaught or the most likely still produced flesh beasts. The dark frontier needed to be pushed back, a home made from hell. It was not enough to eke out a miserable living while simply delaying annihilation. As their numbers thinned, a mate pair, Kyr Thuldn and Lyian Mëanas, took a hunting party and a coven of seers with the intention of never returning. As the Eldar they left behind stockpiled a staggering amount of weaponry in preparation for their extinction, the raiding party tore a dark and bloody path across the ship, sacrificing seers to seal warp rifts, sacrificing warriors to slay foul brood mothers of the twisted flesh constructs. They were ruthless, fatalistic, and efficient, and the genesis of Draigh-Nahl's fondness for traps and mines, even before the pyrotechnics of Beleháthorn. Mines, spike traps, poisoned caltrops, hallways with snipers at the end, blades in the night. Craftsmanship came in handy indeed in forging cruel implements of surprise death. After a time the onslaughts slowed, the fabric of reality stabilizing within the ship as it became more like a craftworld and less like a Space Hulk, give or take structural cohesiveness and comfort.
That hunt ensured the security and growth for centuries to come. The craftworld that came years later was only possible because of the precious moments provided by Kyr and Lyian. The fate of that party was unknown, until later parties delved into depths. They were dead to a man. Their bodies and soul stones found atop a great funeral mound of slain wretches, scaring of the battlefield signs to legions of banished daemons. Gunlines and minefields shredding the enemies of the Eldar. Trapped, out numbers, discovered, but not out witted, the hunting party went out in a blaze of glory. The only identifiable remains were those of Kyr and Mëanas, their armour melted and smouldering as they evidently detonated a grenade array. When peeled apart their spirit stones were fused, not broken, but unable to interface with the newly established Infinity Circuit. The Spiritseers detect that their souls are whole, miraculously, but the stones themselves are damaged and unable to be released. They were trapped together for eternity, and the rest of the party's stones were shattered or no doubt taken as playthings by Daemons. To honour their sacrifice, a house of the swift, clever, fatalistic, and vengeful was erected, to pierce the veil and illuminate the unknown, to forge a path for the rest of the Craftworld, and line the way back with death for anyone else. Beleháthorn is a half way house for the lost and undecided, but Kyr-Mëanas is the home for the Path of the Outcast. Other houses dabble in the Path, but Kyr-Mëanas is immersed in it, welcomed exiles, cut off from the craftworld they live in, just like the soul stone of their spiritual forebears. This delicate position of ritual distance was the leading factor in the integration of the Striking Scorpions, as the Stalking Mists temple was founded planetside with the house, one of the few aspect temples to leave the confines of the Craftworld proper.
House Ynneadandra, the Anvilthanes[edit]
Draigh-Nahl has dozens of houses, the descendants of specific artisan disciplines or sections of carved out pleasure ship, or genealogical lines. But there are those of note, House Fændrýn is that of leadership, Cahlith is that of Khaine in a Craftworld of Vaul, but these are mostly granular distinctions within a varied, mostly homogeneous people. However if there is a style of combat others associate most strongly with the steadfast Aeldari, it is massively overwhelming firepower, delivered from afar, and frequently. The Fallen Masters reveled in destructive weaponry in wars of fancy, as much as they enjoyed sensual pleasure. To this end the Eldar slaved away making legions worth of weapons of the most extraordinary sort. When Asurdan Fændrýn convinced the slaves to use their tools and crafts to earn their freedom, these weapons were turned against their masters in hilarious fashion. Many other houses, or the foundations of new ones, could claim a heavy hand in the success of Draigh-nahl, but none will contest that without the big guns, none of this would be possible. Firepower broke the chains, firepower won the Host of Dreams, firepower kept it, and firepower guards its. The Driag-Nahl cultural doctrine is built on supremacy of violence just as much as guile, and the prevalence of large weaponry is the heart of their industry. The vast swath of artillery, tanks, and heavy weapons simply acted as infantry until the confines of the ship made answering the sexual monstrosities, both of the warp and eldar science, with thunderous combat unreasonable (not to say it wasn't always considered the first option). So as doctrinal lines were being drawn as tactical darwinism took root, and houses were solidified as a matter of culture, it became clear that a space for the canons and lances was needed.
So one of the more destructive frontline commanders, Yhuric Bloodthunder, begrudgingly became the father of the House of Firepower. This name was radically unpopular for decades, and it wasnt until his son Yhurin took command and reformed what was quickly becoming a massive gang of pyromaniacs and gun toting berserkers into a regimented and well drilled militia that it was given a proper name. House Ynneadandra, named after the God of death and the Eldar apocalypse. His father claimed it was one of the few times he was proud of his son, as it was not as awful as he was anticipating. He died shortly thereafter when a Grotesque managed to sneak into his estate and kill him in his sleep. This prompted a five year destructive campaign from Ynneadandra, which saw Yhurin adopt many of his father's more surly mannerisms. Yhurin heads the house to this day, the oldest Eldar in the entire Craftworld, his guidance and knowledge invaluable to Exarchs and Autarchs alike, for those that withstand his brusque and bombastic nature. Ynneadandra is well disciplined and controlled, relying heavily on weapon and vehicle forges to fulfill their tactical needs. Because of this, they venerate Vaul to the extreme, despite their destructive capacity, although they pay lip service to both Lileath and Khaine to ensure their rounds meet their marks, and that they're battles are well won.
See Also[edit]
TBD
Gallery[edit]
External Links[edit]
Writefaggotry[edit]
Due to the large amount of space that would be taken up this will have has it's own page. Found here please strive to post quality, Writefaggotry